/* * The Mana Server * Copyright (C) 2004-2011 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * The Mana Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with The Mana Server. If not, see . */ #include "game-server/monster.h" #include "common/configuration.h" #include "common/resourcemanager.h" #include "game-server/attributemanager.h" #include "game-server/character.h" #include "game-server/collisiondetection.h" #include "game-server/item.h" #include "game-server/map.h" #include "game-server/mapcomposite.h" #include "game-server/state.h" #include "scripting/scriptmanager.h" #include "utils/logger.h" #include "utils/speedconv.h" #include double MonsterClass::getVulnerability(Element element) const { Vulnerabilities::const_iterator it = mVulnerabilities.find(element); if (it == mVulnerabilities.end()) return 1.0f; return it->second; } MonsterComponent::MonsterComponent(Entity &entity, MonsterClass *specy): mSpecy(specy), mOwner(nullptr) { LOG_DEBUG("Monster spawned! (id: " << mSpecy->getId() << ")."); auto *beingComponent = entity.getComponent(); auto *actorComponent = entity.getComponent(); actorComponent->setWalkMask(Map::BLOCKMASK_WALL | Map::BLOCKMASK_CHARACTER); actorComponent->setBlockType(BLOCKTYPE_MONSTER); actorComponent->setSize(specy->getSize()); /* * Initialise the attribute structures. */ for (auto attrInfo : attributeManager->getAttributeScope(MonsterScope)) { beingComponent->createAttribute(attrInfo.first, *attrInfo.second); } /* * Set the attributes to the values defined by the associated monster * class with or without mutations as needed. */ int mutation = specy->getMutation(); for (auto &attribute : specy->getAttributes()) { double attributeValue = attribute.second; if (mutation != 0) { double factor = 100 + (rand() % (mutation * 2)) - mutation; attributeValue = attributeValue * factor / 100.0; } beingComponent->setAttribute(entity, attribute.first, attributeValue); } beingComponent->setGender(specy->getGender()); beingComponent->signal_died.connect(sigc::mem_fun(this, &MonsterComponent::monsterDied)); } MonsterComponent::~MonsterComponent() { } void MonsterComponent::update(Entity &entity) { if (mKillStealProtectedTimeout.justFinished()) mOwner = nullptr; auto *beingComponent = entity.getComponent(); // If dead, remove it if (beingComponent->getAction() == DEAD) { if (mDecayTimeout.expired()) GameState::enqueueRemove(&entity); return; } if (mSpecy->getUpdateCallback().isValid()) { Script *script = ScriptManager::currentState(); script->prepare(mSpecy->getUpdateCallback()); script->push(&entity); script->execute(entity.getMap()); } const Point &position = entity.getComponent()->getPosition(); // We have no target - let's wander around if (mStrollTimeout.expired() && position == beingComponent->getDestination()) { if (mKillStealProtectedTimeout.expired()) { unsigned range = mSpecy->getStrollRange(); if (range) { Point randomPos(rand() % (range * 2 + 1) - range + position.x, rand() % (range * 2 + 1) - range + position.y); // Don't allow negative destinations, to avoid rounding // problems when divided by tile size if (randomPos.x >= 0 && randomPos.y >= 0) beingComponent->setDestination(entity, randomPos); } mStrollTimeout.set(10 + rand() % 10); } } } int MonsterComponent::calculatePositionPriority(Entity &entity, Point position, int targetPriority) { Point thisPos = entity.getComponent()->getPosition(); unsigned range = mSpecy->getTrackRange(); Map *map = entity.getMap()->getMap(); int tileWidth = map->getTileWidth(); int tileHeight = map->getTileHeight(); // Check if we already are on this position if (thisPos.x / tileWidth == position.x / tileWidth && thisPos.y / tileHeight == position.y / tileHeight) { return targetPriority *= range; } Path path; path = map->findPath(thisPos.x / tileWidth, thisPos.y / tileHeight, position.x / tileWidth, position.y / tileHeight, entity.getComponent()->getWalkMask(), range); if (path.empty() || path.size() >= range) { return 0; } else { return targetPriority * (range - path.size()); } } void MonsterComponent::monsterDied(Entity *monster) { mDecayTimeout.set(DECAY_TIME); }